THIS THREAD IS NO LONGER CURRENT OR GOOD IN ANY WAY! PLEASE GO TO THIS NEW THREAD!
Attention!
We are looking for team members to make this! In particular we want:
Portrait artists to make orcs, undead, and Imperial moustaches!
Event scripters to make the world come alive!
Tireless drudges to fill the histories with names and dates!
Anything else!
Geheimnisnacht - The Night of Mysteries, as it is known in the Empire. On this night, the dark moon Morrslieb casts its unholy light upon the world below. Sorcerous magic is empowered dangerously, the dead shift in shallow graves, and babies are born into a cursed and uncertain life. It is the night that daemonologist cast the most dangerous pacts and beastmen are driven into a frenzy. On this night, the fate of the world may be decided.
This mod is set in the world of Warhammer Fantasy Battle, a grim and dark late medieval setting by Games Workshop. In it, you have all your favourite fantasy things like dwarfs, orcs, and magic, but it's all much more grimdark.
Two Thousand and Ten, by Imperial reckoning
The first bookmark set is in the year 2010 IC, starting on the morning after Geheimnisnacht. This day is much more important than most others, and not just because an evil moon once again spewed its guts out at the planet.
The vampire Vlad von Carstein has officially begun his invasion of the Empire. The ancient and once-proud Empire has been split into competing claimants and independent states, the last vestiges of unity disappearing following the transparently corrupt Imperial election of 1979. Now there are four self-styled Emperors, and Vlad von Carstein intends to subjugate them all. Should he succeed, history will take a very different turn.
The Kingdom of Bretonnia is reeling in repeated crisis. Chaos-maddened Norscans infest the coast after the attempted invasion of L'Anguille. Orcs pour down from their mountain lairs, seeking a challenge from the complacent nobility of the realm. Beastmen rage across the southern marches, razing villages and despoiling ancient woodlands.
The young Tsardom of Kislev struggles to bring its fiercely independent people together, as the increasingly aggressive tribes of the north threaten to engulf the land. Uniting the Gospodar, Ungol and Ropsmann people will take more than luck and determination, it will need a new champion of Ursun to instil ferocity in the faithful.
In the distant north, the cracked tundra flows and mixes with the realm of Chaos. Kurgan and Hung warlords rally their tribes in endless conflict, hoping to eliminate the weak and gain the favour of their dark gods. The occasional fervent wanderer from the south finds their way here, seeking power denied. The Everchosen Khaardun the Gloried has already built his grand host, but he has a little problem with being possessed by an unhelpful daemon in Mordheim...
Far to the south, the petty states of Estalia and Tilea feud and plot, their distance granting them some safety from the madness in the north. Still, they remain the closest to the verminous hordes of the Skaven.
Beyond them, the Sultans and Emirs of Araby uneasily border the Tomb Kings of Nehekhara. The dead walk, but seem content to consolidate their own lands.
Beneath the World's Edge Mountains, the dwarfs fight and die in a stubborn defense of the realm. Across the mountains, the Darklands teem with Greenskins. In the northern wastes, the cruel Chaos Dwarfs of Zharr Naggrund toil ceaselessly in devotion to their Dark Father Hashut.
This is the world, 2010 years since Sigmar founded the Empire.
How much Warhammer is this?
This mod hopes to include all manner of sentient and near-sentient humanoid being, within a reasonable distance from the Old World. From the reaches of the Chaos Wastes to the deserts of Araby, all the way to the fetid course of the River Ruin at the edge of the Mountains of Mourn. Much like your regular Crusader Kings experience, there will be politics and dynasties aplenty, with the added thrills of being possessed by daemons, being eaten by dragons, and being burned at the stake for witchcraft.
Ultimately, the setting is about trying to destroy or preserve the world. While most ravaging madmen are conveniently located in the far north, isolated from anything valuable to break, they occasionally unite under a very large madman and move south. There is also a distressing pattern of upstanding figures going evil despite living in the south, so you'll have to keep an eye on them, too. Basically, suspect everyone, even yourself.
We are looking for team members to make this! In particular we want:
Geheimnisnacht - The Night of Mysteries, as it is known in the Empire. On this night, the dark moon Morrslieb casts its unholy light upon the world below. Sorcerous magic is empowered dangerously, the dead shift in shallow graves, and babies are born into a cursed and uncertain life. It is the night that daemonologist cast the most dangerous pacts and beastmen are driven into a frenzy. On this night, the fate of the world may be decided.
This mod is set in the world of Warhammer Fantasy Battle, a grim and dark late medieval setting by Games Workshop. In it, you have all your favourite fantasy things like dwarfs, orcs, and magic, but it's all much more grimdark.
Two Thousand and Ten, by Imperial reckoning
The first bookmark set is in the year 2010 IC, starting on the morning after Geheimnisnacht. This day is much more important than most others, and not just because an evil moon once again spewed its guts out at the planet.
The vampire Vlad von Carstein has officially begun his invasion of the Empire. The ancient and once-proud Empire has been split into competing claimants and independent states, the last vestiges of unity disappearing following the transparently corrupt Imperial election of 1979. Now there are four self-styled Emperors, and Vlad von Carstein intends to subjugate them all. Should he succeed, history will take a very different turn.
The Kingdom of Bretonnia is reeling in repeated crisis. Chaos-maddened Norscans infest the coast after the attempted invasion of L'Anguille. Orcs pour down from their mountain lairs, seeking a challenge from the complacent nobility of the realm. Beastmen rage across the southern marches, razing villages and despoiling ancient woodlands.
The young Tsardom of Kislev struggles to bring its fiercely independent people together, as the increasingly aggressive tribes of the north threaten to engulf the land. Uniting the Gospodar, Ungol and Ropsmann people will take more than luck and determination, it will need a new champion of Ursun to instil ferocity in the faithful.
In the distant north, the cracked tundra flows and mixes with the realm of Chaos. Kurgan and Hung warlords rally their tribes in endless conflict, hoping to eliminate the weak and gain the favour of their dark gods. The occasional fervent wanderer from the south finds their way here, seeking power denied. The Everchosen Khaardun the Gloried has already built his grand host, but he has a little problem with being possessed by an unhelpful daemon in Mordheim...
Far to the south, the petty states of Estalia and Tilea feud and plot, their distance granting them some safety from the madness in the north. Still, they remain the closest to the verminous hordes of the Skaven.
Beyond them, the Sultans and Emirs of Araby uneasily border the Tomb Kings of Nehekhara. The dead walk, but seem content to consolidate their own lands.
Beneath the World's Edge Mountains, the dwarfs fight and die in a stubborn defense of the realm. Across the mountains, the Darklands teem with Greenskins. In the northern wastes, the cruel Chaos Dwarfs of Zharr Naggrund toil ceaselessly in devotion to their Dark Father Hashut.
This is the world, 2010 years since Sigmar founded the Empire.
How much Warhammer is this?
This mod hopes to include all manner of sentient and near-sentient humanoid being, within a reasonable distance from the Old World. From the reaches of the Chaos Wastes to the deserts of Araby, all the way to the fetid course of the River Ruin at the edge of the Mountains of Mourn. Much like your regular Crusader Kings experience, there will be politics and dynasties aplenty, with the added thrills of being possessed by daemons, being eaten by dragons, and being burned at the stake for witchcraft.
Ultimately, the setting is about trying to destroy or preserve the world. While most ravaging madmen are conveniently located in the far north, isolated from anything valuable to break, they occasionally unite under a very large madman and move south. There is also a distressing pattern of upstanding figures going evil despite living in the south, so you'll have to keep an eye on them, too. Basically, suspect everyone, even yourself.
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